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 Combat Audio on SW:TOR

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Shu
Celestial Council
Celestial Council
Shu


Male
Number of posts : 10794
Location : Singapore
IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
Registration date : 2008-03-31

Combat Audio on SW:TOR Empty
PostSubject: Combat Audio on SW:TOR   Combat Audio on SW:TOR Icon_minitimeFri May 20, 2011 7:39 pm

Combat Audio on SW:TOR 197541

It's Friday, which means it's time to check
out the official Star Wars: The Old Republic site for new updates. We
were happy to see that BioWare had posted three news items:

  • Studio Insider: Combat Audio:
    Audio Designer Scott Morton guides players through the process of
    creating the perfect mix of music and sound effects to complement the
    combat experience.
  • Fan Friday: Check out some fan art and a Fan Site Spotlight Q&A with SWTOR Life.
  • Fan Site Summit Report: In
    late April, thirty members of the Star Wars: The Old Republic fan site
    community traveled to Austin for the first official Fan Site Summit. Watch the video to see some of their reactions.

The Studio Insider
also contains the latest Community Q&A. You can read Senior Concept
Artist Clint Young's answers to some art-related questions after the
jump.

Community Q&A with Senior Concept Artist Clint Young

Q: Are there weather condition changes on planets? - Fyror
A: Each planet has localized weather conditions. Depending on the
world the weather you will encounter will include rain, snow, sandstorms
and many other unfavorable conditions; it just happens to be a
constant for those worlds. For example, if you’re on Hoth you can
expect moderate to heavy snowfall with the occasional blizzard.
Q: Was "stylized realism" the first art style BioWare
decided on, or were other art styles considered? If so, what were they? –
JakeLagerstrom

A: “Stylized Realism” was always the plan for the overall look and
feel for the art of The Old Republic. Both LucasArts and BioWare wanted
to give the art in SWTOR a style that could be easily recognizable as Star Wars, but really call its own. Many people draw comparisons to the Star Wars:
The Clone Wars™ television series; however, being a fan of both the
films and the animated series, I like to think that we are both and
neither. I recently received a bit of art direction on a concept piece I
was working on that simply stated “ya know, make it ‘Old Republic’y’.”
Q: When you are doing artwork for things not yet defined in
the Star Wars universe, does BioWare offer up a bunch of suggested art
pieces which LucasArts say yes or no to, or does LucasArts have a list
of required features and BioWare artists work to that goal? – Infyrno

A: Yes, no and both. It’s an interesting question to answer because I
find both BioWare and LucasArts give us (concept artists) a huge
amount of freedom while playing in the Star Wars sandbox. We
show our conceptual art to LucasArts and sometimes they have notes
and/or suggestions. We are always open to making something better, more
accurate or work for the time period.
Q: When artists go back to improve upon an area after they
have learned more about it (like the example Robby Lamb gave us
regarding the hacker enslaved to the Empire), I was wondering how much
of the story the artists are given, or do they have to wait until
release like us to hear the stories for each class? - Spektur

A: When we start work on a planet, the writing team describes as much
of the story as they can. From that, we create concepts to match the
story and ideas each planet represents. A big challenge we face when
conceptualizing a planet is working in tandem with several other teams.
While our talented environment team puts these areas together,
designers and writers are also working on the same planet at the same
time. Because of this, we have to make sure that we continue to work as
a single unit, even with all these moving parts.
Q: What medium do the concept artists use to create the concept art? - MorgonKara
A: All the art is done digitally, though some of the artists begin
with concepts sketched on paper. Once a particular design is agreed upon
the artist will then scan the image and paint the sketch using
Photoshop. Many of the artists (if not all of us) enjoy a good pencil
sketch to keep our skills sharp.
Q: Will everyone have their own unique armor/look in the
game, or will we be seeing some of the same armor/look on multiple
people?

A: We have thousands of different armor/outfit combinations planned
for the players and are currently still building this list and will
continue to do so even after we launch. That being said, there will be
millions of players, so there will be some crossover in their looks. Our
main concern is that each player looks specific to their chosen class
and has enough variation to allow the player to feel as unique as
possible. For instance, if you are playing a Jedi Knight you will look
significantly different from a Jedi Consular. You will also have
opportunities to distinguish yourself from other players of your same
class by going off the beaten path to find rare gear.
Thanks for joining us for this month’s Studio Insider! We hope you
enjoyed Scott Morton’s in-depth look at the process of designing the
audio in The Old Republic, as well as Clint Young’s answers to your
art-related questions.
As we’ve given you an insight into audio, our next Community Q&A
will be focused on sound and music. If you have questions on this
topic, we invite you to post them in the Community Q&A thread.
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Shu
Celestial Council
Celestial Council
Shu


Male
Number of posts : 10794
Location : Singapore
IGN[Game NickName] : Ashura/Iori Yagami
Current Status : Busy at Work
Registration date : 2008-03-31

Combat Audio on SW:TOR Empty
PostSubject: Re: Combat Audio on SW:TOR   Combat Audio on SW:TOR Icon_minitimeSat May 21, 2011 7:41 pm

http://www.swtor.com/news/news-article/20110520

u can go to the site to listen and watch how they progress the combat audio effect.

its pretty cool ^^
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